Biblio
Our prototype app, Pocket Penjing, built using Unity3D, takes its name from the Chinese "Penjing." These tray plantings of miniature trees pre-date bonsai, often including miniature benches or figures to allude to people's relationship to the tree. App users choose a species, then create and name their tree. Swiping rotates a 3D globe showing flagged locations. Each flag represents a live online air quality monitoring station data stream that the app can scrape. Data is pulled in from the selected station and the AR window loads. The AR tree grows in real-time 3D. Its L-Systems form is determined by the selected live air quality data. We used this prototype as the basis of a two-part formative participatory design workshop with 63 participants.
In the past decades, static code analysis has become a prevalent means to detect bugs and security vulnerabilities in software systems. As software becomes more complex, analysis tools also report lists of increasingly complex warnings that developers need to address on a daily basis. The novel insight we present in this work is that static analysis tools and video games both require users to take on repetitive and challenging tasks. Importantly, though, while good video games manage to keep players engaged, static analysis tools are notorious for their lacking user experience, which prevents developers from using them to their full potential, frequently resulting in dissatisfaction and even tool abandonment. We show parallels between gaming and using static analysis tools, and advocate that the user-experience issues of analysis tools can be addressed by looking at the analysis tooling system as a whole, and by integrating gaming elements that keep users engaged, such as providing immediate and clear feedback, collaborative problem solving, or motivators such as points and badges.
With the continued advancement of the internet and relevant programs, the number of exploitable loopholes in security systems increases. One such exploit that is plaguing the software scene is ransomware, a type of malware that weaves its way through these security loopholes and denies access to intellectual property and documents via encryption. The culprits will then demand a ransom as a price for data decryption. Many businesses face the issue of not having stringent security measures that are sufficient enough to negate the threat of ransomware. This jeopardizes the availability of sensitive data as corporations and individuals are at threat of losing data crucial to business or personal operations. Although certain countermeasures to deal with ransomware exist, the fact that a plethora of new ransomware cases keeps appearing every year points to the problem that they aren't effective enough. This paper aims to conceptualize practical solutions that can be used as foundations to build on in hope that more effective and proactive countermeasures to ransomware can be developed in the future.
CAPTCHA is a type of challenge-response test to ensure that the response is only generated by humans and not by computerized robots. CAPTCHA are getting harder as because usage of latest advanced pattern recognition and machine learning algorithms are capable of solving simpler CAPTCHA. However, some enhancement procedures make the CAPTCHAs too difficult to be recognized by the human. This paper resolves the problem by next generation human-friendly mini game-CAPTCHA for quantifying the usability of CAPTCHAs.
The cold start problem in recommender systems refers to the inability of making reliable recommendations if a critical mass of items has not yet been rated. To bypass this problem existing research focused on developing more reliable prediction models for situations in which only few items ratings exist. However, most of these approaches depend on adjusting the algorithm that determines a recommendation. We present a complimentary approach that does not require any adjustments to the recommendation algorithm. We draw on motivation theory and reward users for rating items. In particular, we instantiate different gamification patterns and examine their effect on the average userâs number of provided report ratings. Our results confirm the positive effect of instantiating gamification patterns on the number of received report ratings.
DeepQA is a large-scale natural language processing (NLP) question-and-answer system that responds across a breadth of structured and unstructured data, from hundreds of analytics that are combined with over 50 models, trained through machine learning. After the 2011 historic milestone of defeating the two best human players in the Jeopardy! game show, the technology behind IBM Watson, DeepQA, is undergoing gamification into real-world business problems. Gamifying a business domain for Watson is a composite of functional, content, and training adaptation for nongame play. During domain gamification for medical, financial, government, or any other business, each system change affects the machine-learning process. As opposed to the original Watson Jeopardy!, whose class distribution of positive-to-negative labels is 1:100, in adaptation the computed training instances, question-and-answer pairs transformed into true-false labels, result in a very low positive-to-negative ratio of 1:100 000. Such initial extreme class imbalance during domain gamification poses a big challenge for the Watson machine-learning pipelines. The combination of ingested corpus sets, question-and-answer pairs, configuration settings, and NLP algorithms contribute toward the challenging data state. We propose several data engineering techniques, such as answer key vetting and expansion, source ingestion, oversampling classes, and question set modifications to increase the computed true labels. In addition, algorithm engineering, such as an implementation of the Newton-Raphson logistic regression with a regularization term, relaxes the constraints of class imbalance during training adaptation. We conclude by empirically demonstrating that data and algorithm engineering are complementary and indispensable to overcome the challenges in this first Watson gamification for real-world business problems.